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Seeking Macro help(Pathfinder)

1450894720

Edited 1450905860
This is essentially the case; we are in a "buff heavy" group in our pathfinder game(Certain buffs aren't in the macro yet such as haste and what not). We don't use the ingame sheet and i was hoping to make a proper attack macro to save time for everyones case on doing math based on buffs. Here's what i got thusfar and it appears to work except for the damage(on the smite) which just seems to be messed up but i'm not sure why as i did input the 2. (For reference, i have a x3 crit modifier on said hand crossbow) /me Attacks with his hand crossbow Atk [[1d20cs>19+18[Bab+dex]+3[Weapon]+2[Pbs+Bracer]-2[TWF]+ ?{Misc|0} + ?{Inspire?| No, [[0]] |Yes,[[1]] } + ?{GoodHope?| No, [[0]] |Yes,[[2]] } + ?{Smite?| No, [[0]] |Yes,[[7]] } }]] Dmg [[d4+3[Weapon]+1[Pbs]+ ?{Inspire?| No, [[0]] |Yes,[[1]] } + ?{GoodHope?| No, [[0]] |Yes,[[2]] } + ?{Smite?| No, [[0]] |Yes,[[2]] } + ?{Sneak? | No, [[0]] | Yes, [[4d6]] } + ?{Unholy? | No, [[0]] | Yes, [[2d6]] } }]] Crit (![[1d20cs>19+23 -2 + ?{Misc|0} + ?{Inspire?| No, [[0]] |Yes,[[1]] } + ?{GoodHope?| No, [[0]] |Yes,[[2]] } + ?{Smite?| No, [[0]] |Yes,[[7]] } }]]!) CritDmg (![[2d4+6 +2 + ?{Inspire?| No, [[0]] |Yes,[[1]] } + ?{GoodHope?| No, [[0]] |Yes,[[2]] } + ?{Smite?| No, [[0]] |Yes,[[2]] } }]]!) Anyone that can help me fix my macro? Edit: Secondairy question; Is there a way to allow a number to be imputted in the below macro for the amount of times to roll something? (For example when mass spellcrafting or appraising, sometimes i'd require 10 rolls in 1 go and i'd rather have a less spammy option) As when i tried the "number of dice" command, it started messing up the entire macro. &{template:default} {{name=Things i Know}} ?{Which Knowledge?| Linguistics, **Linguistics** [[1d20+17]].| Arcana, **Arcana** [[1d20+12]].| Dungeoneering, **Dungeoneering** [[1d20+10]].| Engineering, **Engineering** [[1d20+7]].| Geography, **Geography** [[1d20+7]].| History, **History** [[1d20+7]].| Local, **Local** [[1d20+10]].| Nature, **Nature** [[1d20+7]].| Nobility, **Nobility** [[1d20+12]].| Planes, **Planes** [[1d20+7]].| Religion, **Religion** [[1d20+10]].| Survival, **Survival** [[1d20+4]].| Soldier, **Prof.Soldier** [[1d20+9]].| Heal, **Heal** [[1d20-1]].| Spellcraft, **Spellcraft** [[ ?{Number of Dice|1}d?{Type of Die|20} + ?{Modifiers|20} ]]. | Appraise, **Appraising** [[ ?{Number of Dice|1}d?{Type of Die|20} + ?{Modifiers|11} ]].}
As a general recommendation;  I would suggest avoiding the "prompt for every scenario" method. Invariably, only a very small portion of the options get used, and then end users get frustrating having to click 15 times before their attack rolls.   Having a generic "misc bonus" prompt is usually much easier to deal with. ie: stop at  [[1d20cs>19 + <something> ?{Misc Attack Bonus?|+0} ]] For your Roll Queries, you don't have to put the options within double brackets.  They'll compute just fine without. One of the goals a lot of folks have when writing macros is to create them in such a way that you never have to modify the macro itself again.  One of the simplest and consistent ways to do this, is to use ATTRIBUTES to store data that changes over time. For example;  BAB,  the weapon's dice,  consistent bonus' from weapon enchants and feats, etc could all be stored as ATTRIBUTES and called.  This lets you just change a number on your attributes as it changes, instead of modifying the macro. Ex:  Atk [[@{WeaponAttackRoll}[ROLL] + @{BAB}[BAB] + @{DEXMOD}[DEX] + @{GEARHITBONUS}[GEAR] -2[TWF]  @{MiscAttackBonus|+0}[MISC]  ]] Where " WeaponAttackRoll " = 1d20cs>19               " BAB " = 14               " DEXMOD " =  4               " GEARHITBONUS " = 2 This is especially useful for DAMAGE, as it lets you quickly change the damage dice (for effects like Enlarge)  Dmg [[@{WEAPONDICE}[DICE] + @{GEARDMGBONUS}[GEAR] ?{MiscDamageBonus|+0}[MISC] ]] If your character constantly has different kinds of attack or damage bonus' of some sort all the time, you can even store those values in one of your Token's Bar bubbles and refer to that.   [[@{WEAPONDICE}[DICE] +...<other stuff>...  + @{selected|bar2}  ]] ******************************************* There's no looping in the base MACRO system; so you can't *EASILY* make something run through several times.  In this particular instance;  the spellcraft checks to ID something;  I typically just make a "Detect Magic" macro that rolls several SpellChecks in a row.  When multiple rolls aren't needed; the GM just ignores the extras. ex:    Detect Magic: [[1d20+@{MySpellCraft}]] • [[1d20+@{MySpellCraft}]] • [[1d20+@{MySpellCraft}]]
I like the prompt for scenario system because (at least in this group) there are a lot of scenarios to keep track off and sometimes i just lose track of whats actually active or what actually gives what, which then it results in a whole lot of calculations. The prompt system essentially allows me to just keep track of what buffs are active instaid of each individual modifier and then having to do math in my head. In this group, i'm also controling multiple NPC's which makes variable macros so much efficient as i'd pretty much only require 3 for attacking and another ~6 for their skills compared to the each their own. Clicking a few extra times is no big deal really, i'd rather do that then how i've done it thusfar(which was the misc attack bonusses) If there is no "repeat" function, i guess i will have to result to the old method i was using(simular to your own)